12 ->
^^
vv
List results:
Search options:
Use \ before commas in usernames
Edit history:
DJGrenola: 2017-04-27 08:36:49 pm
DJGrenola: 2017-04-27 08:32:47 pm
DJGrenola: 2016-03-20 02:29:08 pm
Font manipulation for the Metroid Prime games.

https://chexum.co.uk/entry.php?eid=77

My website is down permanently, so for the time being you will need to check this forum topic for downloads of Fontimus.

Code:
ali@rickenbacker:/tmp/fontimus-prime-0.1-src/source$ ./fp

Fontimus Prime v0.1, (c) Ali Campbell 2016
A font manipulation utility for the Metroid Prime series of games.
This software comes with no warranty.

Usage:    fp [options] <input .FONT file> <input .TTF/.OTF file>
       or fp -q, -Q, -e [options] <input .FONT file>
       or fp -b [options]

  -q, --query-only                   query input .FONT, perform no action
  -Q, --verbose-query                same as -q, but more verbose
  -e, --edit-mode                    alter .FONT, do not render to TXTR
  -b, --blank-font                   like -e, but start with an empty .FONT
  -f, --output-font    <.FONT file>  set output .FONT filename
  -t, --texture        <.TXTR file>  set output .TXTR filename
  -w, --overwrite                    overwrite existing output files
  -s, --text-size      <text size>   set text size (decimal)
  -o, --output-font-version          set .FONT version (2, 4 or 5)
  -x, --texture-format               set texture format (0-4, or 8)
  -n, --font-name      <.FONT name>  set .FONT name
  -i, --texture-id     <texture ID>  set .FONT texture ID (hex, 32 or 64-bit)
  --line-spacing       <pixels>      set line spacing
  -y, --y-scale        <multiplier>  multiply glyph heights by a decimal
  --letter-gap-adjust  <+/- pixels>  adjust letter gap
  --space-adjust       <+/- pixels>  adjust word space gap
  -c, --input-face     <face index>  select input TTF/OTF face (default 0)
  -g, --glyph          [options]     edit glyphs -- see the documentation
  --no-compact-kerning               with -e, do not compact kerning table
  --omit-kerning                     with -e, omit kerning from output .FONT
  -v, --version                      print Fontimus Prime version
  -h, --help                         show this help text
Thread title: 
that's awesome! I'm guessing it should work with DKCR as well since the FONT and TXTR formats are identical to Prime 3. Is there a way to output a C8 texture instead of a C4 one? I'm not sure if there's actually any benefit (since I dunno if any of the FONT texture formats support 8 layers) but DKCR uses C8 textures for fonts.
thanks.

I think DKCR would work if there was a C8 exporter, but I didn't write one since I don't have a copy of the game to test it with. IIRC the final texture format used by FP before saving is an 8bpp format, so in terms of code it's even easier than the C4 textures. I would have liked to have put C8 export (and proper kerning support) in this version, but I figured a version missing a feature or two was more use out in the wild than it would have been sitting on my hard drive. (Also, I should really be finishing painting my kitchen rather than working on modding tools).
Edit history:
Antidote: 2016-03-20 07:21:09 pm
You're more than welcome to take a peek at URDE to see how the game handles kerning, it's pretty straight forward.
We also know a good 90% of how it works internally, with the other 10% quickly getting into place.

EDIT:
Everything relevant to fonts and text rendering is here:
https://github.com/AxioDL/urde/tree/master/Runtime/GuiSys
It might help you figure out how to properly generate kerning.
Ironically, the problem with the kerning isn't anything to do with Prime; it's because I couldn't get FreeType to give me any meaningful kerning information for the input vector fonts. Either the fonts I was using didn't contain any kerning information (unlikely), or I did something wrong dealing with FreeType (much more likely). It's one of those things that's probably a one-line fix, but I don't currently know what that fix is.
Edit history:
Antidote: 2016-03-20 07:25:53 pm
Well that's dumb, we use Freetype so maybe something there might help?
https://github.com/AxioDL/specter/blob/master/lib/FontCache.cpp
I'll take a look at that, thanks.
No problem, anything I can do to help ;P
I'd guess it will still work in DKCR with a C4 texture. I might give it a shot and see if I can confirm.
Yeah, unless they changed something in how GXTlutObj is used, I highly doubt it'd care what format it is so long as it's indexed.
Edit history:
DJGrenola: 2016-10-09 08:49:27 pm
Just a note to say that I now have successfully built v0.1 of this on Mac OS X without any modifications. I don't have a public build available at this time but if you want to use this on a Mac and can't build it yourself let me know and I'll sort something out.
My website is gone permanently, so I'm publishing downloads of Fontimus here for the time being.

I'm also throwing in retropak, my flawed but usable PAK utility.
Also recently made unavailable -- here's mkiso.php, my PHP script for manipulating GameCube ISO images.
attachment:
You are advised not to rely on these copies being available forever.
Hello I'm new to this site.
I'm korean and now trying to make korean translation of Metroid Prime series.
I know nothing about programming, but you tool made me a little hope.
I followed your instruction and tested changing font in GC/EUR version of Metroid Prime 1.
It worked great so I tried to change Japanese font in same way on JP version of MP1
because Korean characters are similar to Japanese character (Just a size though)

Here's the result.


It seems like game doesn't distinguish two palette in texture.
Do you have any idea to solve this problem?
My last goal is releasing Korean translation, so it will be really helpful if someone give me advice to make korean font and texture file.
Sorry for my bad English..
Hmm.. I added 3 korean characters in the font file of EUR MP1, and it seems working! Yay!



Now it's time to add over 1000 characters in font file...
Awesome.

I had never thought that this might be used for translations, but this is really great.
Edit history:
tangerine001: 2017-12-31 10:49:30 am
After hours of working, I got quite impressive result!
Your tool is amazing. I know nothing about programming but look, there's korean character!





But I have a problem. When I tried to add font in NTSC version of Prime 1, the size of texture file becomes too huge.
Like this



Left is PAL version, and right is NTSC version. Right is much bigger so I resized it.
I used same command in both version. Any way to make NTSC font file like PAL version?
or can I convert font version PAL to NTSC?


Edit history:
tangerine001: 2018-01-01 01:27:37 pm
Don't mind. Seems like this tool works on both version of Metroid prime trilogy(USA/EUR), so I changed my project to this.
If you wanted to translate one of the GameCube versions, the Japanese version would probably be the one to choose, since it's NTSC but it probably uses the smaller texture format for fonts.

I never tested FP on the Trilogy versions, so it's good to know that it works.
Edit history:
Aruki: 2018-01-01 06:50:32 pm
Fun fact, I believe there is already a fanmade Korean translation of the game out there. I've never been able to find a download link or any info on how it was accomplished, though, but there are videos of it on youtube. It predates any of our tools or research so whoever did it must have come up with their own.

It confused the hell out of me when I was trying to track down a legitimate Korean version because I thought this was it, but the real Korean version uses English text.

yeah, the official version of MP1 in Korea is released in English 2002 without any localization. Game idustry is quite big in Korea, but only online games. Video game is not very popular.

That fan translation is made by that youtube uploader in 2011. He made it all by himself (which is very impressive), but never released in public because of piracy. He also made fan translation of Zelda TWW,Super Mario Sunshine and many games, but none of those released. He only uploaded videos and game info in his blog. Other translation team released them later however.
Hello, here's my progress report of MPT fan translation!

I finally completed translation of Prime 1 and 2. It was quite challenging, but I have managed to do it.
If you get interested, here's the vid!



I really want to translate Prime 3 now, but it seems like no one has made string edit tool of it. I have found out there's Russian fan translation of MP3 Wii version, but I can't find their tool. They only uploaded patch file.
Maybe I should just release what I've done so far.
Great work! Applause

I guess someone needs to write a new string replacement tool.
Edit history:
tangerine001: 2018-07-03 02:13:16 am
Just released the final(maybe) version of the Korean fan translation.
There is no string manipulation tool for Prime 3, so I edited STRG files via hex editor one by one.

Many thanks to DJGrenola and Aruki for great tools.

Screenshots:







For those who want to make fan translation of Trilogy someday, I'll make a note here about font information.
Remind that this is for Trilogy version, not Gamecube ones.

--------------------------------------------
Metroid Prime Trilogy Main Menu
--------------------------------------------
GuiNAND.pak
073a875db4d51ce9.FONT/e84503b86ef882c8.TXTR - "Prss A to Start", "This game uses Nunchuck."
3d964165578c3990.FONT/7af72cc7e8a66c4d.TXTR - Menu text
8e959cb18b3e28c1.FONT/bbf70fa8bf8c7aee.TXTR - "Are you sure you want to erase this save slot?" (not sure)

--------------------------------------------
Metroid Prime 1
--------------------------------------------
Strings.pak
b7bbd0b4.FONT/4344027b.TXTR - Black screen text("Unidentified distress..."), "INVENTORY", "OPTIONS", "LOG BOOK" in top of the pause menu .
c29c51f1.FONT/f5d3ec15.TXTR - Missile digits, "Scanning...", Visor/Beam name
--------------------------------------------
GGuiSys.pak
0b25c36a.FONT/b6ba89cb.TXTR - Map name when moving through elevator.
b5bc844e.FONT/6065853f.TXTR - Scan text, map legend, hints, scan text in pause menu.
192bb274.FONT/3e75f7c6.TXTR - Menus in pause menu

--------------------------------------------
Metroid Prime 2
--------------------------------------------
RS5.pak
0d940479.FONT/744bcbb3.TXTR - Main text
b10a17a7.FONT/81b54003.TXTR - Guide, Hint text ("Press and hold Z to lock...")
0f935083.FONT/576a4cf7.TXTR - (EUR) Black screen text
(I couldn't find map name font when moving through elevator.)
--------------------------------------------
NoARAM.pak
0f935083.FONT - (USA) It reads Metroid_.pak's 576a4cf7.TXTR, not in NoARAM.pak - Black screen text
(I didn't find fonts for multiplay mode because nobody cares about that.)

--------------------------------------------
Metroid Prime 3
--------------------------------------------
GuiNAND.pak
073a875db4d51ce9.FONT/e84503b86ef882c8.TXTR - Main text
3d964165578c3990.FONT/7af72cc7e8a66c4d.TXTR - Guide text
8e959cb18b3e28c1.FONT/bbf70fa8bf8c7aee.TXTR - Intro text
---------------------------------------------
Metroid_.pak
4afb0cdae17e6613.FONT/0a116a74cf418909.TXTR - map name text when moving area to area.
fc1be4f13d86ce52.FONT/96597f4c80608d40.TXTR - "Press A to release phazon energy..."
---------------------------------------------